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Wraithguard

I've been doing a lot of thinking since my game last weekend where I ran my Eldar against my buddy Tom. I posted the list online and got shouted down for running Wraithguard. It was almost like this unit is extremely overpriced and completely ludicrous. That was not my experience, so I wonder what he was doing wrong. Reading a post today that on Librarium Online folks were debating whether two units of Wraithguard in Wave Serpents were better than three units of Dire Avengers in Wave Serpents. Apparently the need for a transport has dominated Eldar play in tournaments, so that is exactly how you should do it. Twin-linked Scatterlasers so you can reroll misses with your Serpent Shield attack. That is a 120pt boat. Pretty handy right because Eldar have short ranged weapons and Jink saves on transports are awesome. It also gives you another unit that can camp an objective. I ran three units of six against my friend for just sixteen points over the the two 5-man plus transpo...

State of the Golden Horde - 35pt Thornfall Alliance

Well, I have finished up my first 35pts of Thornfall Alliance models under the leadership of Lord Carver, BMMD, Esq III. He seems like a proper beat stick and the play style for the list has been rather straight forward. That being said at this point I haven't gamed against anyone using anything except the battle boxes of some of the general factions. I mauled Cynar, lost to Circle, slaughtered Scyrah, cornered Cyrx, and rolled right on through Retribution. I know a lot of these factions have way more tricks then their initial builds in the journeyman leagues suggest. I also missed out on going up against common factions like anything Hordes, the Protectorate, and the Khador heavies. I am thinking now that when I trying to buy up the models for my next list I meant have been a little too concerned about a tiers with the Golden Alliance. I have read that Rorsh & Brine are a little much to be in a list at this point value. I am excited about trying them by any means. Sinc...

Swashbuckler in D&D Next, part two

So I have been talking about running a swashbuckler style character in D&D Next. I discussed the fighter a little in my last post ( link ), but I want to look at the different rogue builds and options next. As a class, they wouldn’t have access to the fighting styles the fighter gets, but you trade that for more skills and sneak attack damage. The starts with all of the traditional light blades (except maybe the scimitar), and with Dexterity as a primary statistic I can’t imagine building a rogue swashbuckler with anything except a rapier. As a finesse weapon not only can use Dexterity for attack and damage bonuses, but you can also use it for sneak attacks. This rule has changed considerably since I first starting playing. Sneak attack has grown from the old backstab ability thieves used to have. Now it is seen more as the ability to “strike subtly and exploit a foe’s distraction.” ( PHB p. 96) The damage increases every odd level and you must be wielding a finesse weapon...

Swashbuckler in D&D Next

When my friend asked me to come up with the perfect swashbuckler for the D&D Next rules, I eagerly accepted the challenge. The first thing you realize is you are presented with a huge number of options. With weapon finesse being a base ability on weapons like the short sword, dagger, and rapier the option of whether to use strength or dexterity in melee is left entirely to the player. We typically see the Errol Flynn type swashbuckler as dexterous and acrobatic, but you could also build a character like Hogan the Grim from the Warriors Three who is a barbarian wielding a mace. It is more or less attitude if you ask me. So let’s start at the most obvious place. The fighter has a ton of hit points. They are proficient with all simple and martial weapons. You gain the fighting style class feature at first level. Leaving archery and great weapon style aside, you can either grab a bonus to your armor class, a bonus to damage if you are only wielding a single weapon or the abili...

Pathfinder

Can I just say I hate Pathfinder. Nothing against the good people at Paizo. Nothing against the people who play it. I just think it is kind of like something that had its run. There will always be fanboi's who revel in what a great system it is. But I mean seriously as a company hasn't it run its course. What are they going to do? Keep harping on the old SRD to push out even more content for the exact same system we had in 3.5 D&D. Are they going to release more classes, more feats, more monsters, more modules? I hate to split hairs, but it is 3.5 D&D, exactly 3.5 D&D reskinned and retooled, now with better options, greater artwork, what we think the game should have been! At least with my friends over at Wizards of the Coast they created the Avenger, the Warden, bards that replace clerics, warlords that replace clerics, it was like there were some innovations in 4e like the short rest that are here to stay. I am all advantage/disadvantage on the brain now. ...

Warmahordes

Okay, so I am a little excited. I have branched out and picked up some Hordes models to add to my war-gaming collection. The sculpts are really pretty good. They fit together at least as well as my familiar Games Workshop models. Some of the kits I've picked up so far were pretty easy to put together. Not a lot of flash to trim, mold lines, stuff like that. I used a little putty here and there, and after reading on the internet that Privateer plastic kits don't assemble with Testors' plastic glue I saved myself the headache of trying that. I think the only models that frustrated me were the gun boars (who have a very heavy metal hand to glue on a weird angle) and the spikes that come with Lord Carver. There are several contact points on the spikes, but they are kind of flimsy and they fell off the first time I transported the model to the local store. We have started a short five week league at Earth 383 Comics in Elizabeth City, and I had picked up some Farrow ...

Tzeralds

Tzerald (ml3) w/11 Pink Horrors < 200pts Is there a quicker way to grab twenty magic dice? I suppose if I wasn't running them as my primary, I would be stuck with only two units.. max on that for horrors would be six instead of eight. Fielding four units is basically just sexy. Pop Malefic daemonology on everything and even without a second HQ, it is summoning heaven. You wind up with Flicking Fire all day every day on everything. It is just mind blowing. I am pretty much solid with the idea of saving my hordes of Khorne daemons for summoning rolls and manning my Wall of Martyrs defense network with these guys. The only thing I have left to do is figure out how to field my Exalted Flamers. I have at least two coming from my brother who occasionally does some beautiful work for me. Local tournaments have been pretty sure they don't want Combined Arms detachments, so I can't really just field a second Herald group. I think having the 50pt Exalted Flamers in units...